Hey Gang, Just wanted to let you know that we're plugging away at the UI list as we speek. SOme new welcome additions include... -Colony Management List: Ability to toggle production focus -Colony Management List:Number of open tiles on a planet dicplayed next to class - ex: 10 (2) -Colony Management List:Pressing the T button on this screen will let you set the rally point of the selected colony (also works on the colony details and planet screen) -Planet Wnd: Ca
ScottTykoski
Good lord, the possibilities of you getting the same random seed 3 times in a row is a near impossibility. Go play the lottery my friend, the gods of chance are with you! Seriously, though, I havn't seen this, but can anyone verify this problem (that it's likely to get the same map multiple times). Thanks!
All great suggestions...I'm formulating my list and will email it off to the team on Monday so see what can be done without forcing 1.2 to be released in August Rouge Metro: I know it looks that way, and I appologize that alot of these things have gone un-tweaked until now (when we finally started to feel their pain of their bite), but there was never a time set aside for focusing on JUST UI twe
I see our focus on UI issues is a good thing All your suggestions will be noted, but we'll obviously have to sort and prioritize them: something that's important to you may not be to everyone else. I'll definatly talk to Cari (head of ship movement) about the instant ship movement. The only thing I could see being a problem is some unforseen hit-detection cheese, but perhaphs I'm wrong.<
Ugrok: I'll bring that up to the team, but note that you're taken to the shipyard for the purpose of selecting a new design if you wish. I do like the idea of centering on the planet though. Vandenburg: Cari's your new diety, not me My office-wise cursing at the feature was just the straw that broke the camels back. She's the one that knew how to fix it. I also like your suggestion on inst
Ah, the UI of a turn based strategy game…so much info to convey, so little time to get it all 100% perfect. As players have invested hours and hours on our little space game, they’re finding many little UI issues that hamper the gamplay experience and can quickly turn a joyful galaxy-wide extermination into a click-fest nightmare. Well…perhaps not a nightm
Too slow, jesse, too slow
To anybody that is still having memory issues, or having a weird crash when exiting the game, I have a few questions... 1.) Were you able to properly save games using your current settings in version 1.0x (or, even better, in pre-final 1.1 builds)? 2.) Is everone getting crashes only on save, or are these also happening during gameplay? We have a smartException from a player that got the memory crash on a 2 gig computer, which is frustrating since we've been able to pl
JustNuts, Is this happening on build 13 as well? If you havn't tried it, just use the link at the top post. Also, could you try bringing down the resolution to see if that's being problem. Otherwise, if you could install smartException and send the log to [email protected], we'll look into your issues ASAP. Thanks!
I jus want to chime in here and thank everyone for their assistance in trying to get this problem sorted out. According to the poll, we figure that around 15-20% of players are getting memory issues related to 1.1, so your assistance (and bravery in using our beta executables) is greatly appreciated! I also want to give a virtual pat-on-the-back to Cari and Jesse, who have tirelessly hunted down these issues and been able to fix them at a rate my simple artist mind can't comprehend. <
Moose: I havn't been able to reproduce this crash. When you get a chance, could you install "SmartException" from SDCentral and run that program while reproducing the crash? That will give us some more detailed info that should help us stomp this one out. SOrry for the problems...we'll try and get your game up and running ASAP
Draw is only when both ships die. This gives the defender an opportunity to put up a fight...but otherwise battles are exactly the same.
Try rebooting. IIRC, there was an issue with a font that get's re-downloaded iwth this build, and some cards get pissy and...we...do as you posted above. If the reboot doesnt help, please post your debug.err here so we can furthre help...the game is definatly less playable when you cant read the text
Niarg; What's difficult in the game is determining what's going on as it happens. With all the data available, we should be able to properly tell an accurate story. For example, sometimes the AI will get mad about me for a military buildup around one of their planets. Sometimes their right, but somtimes it's just a fleet that I forgot about and happend to park in their territory. By knowing wether or not those ships were actually used to invade their planets, I can properly tell the s
We'll try to reproduce this crash on our end. Thanks Shalkto!
We'll go over the list and do what we can, but as for.... #2. Are you sure a UP issue didn't nullify the war? 100 weeks is enough time for 3 meetings to take place, and I know i sometimes dont pay attention to the vote. If this isn't the case, do you have a saved game before the war ended that we could test? (I've never seen this oddity before).
Weird. I know that galactic control has to get recalculated on load, so perhaps this is getting messed up somewhere. We'll look into this.
I would definatly like to make some more random events that players have to cope with, mostly if there's a setting so players can toggle these to their liking. I'm also not against hte star-destruction thing, but 1. you'd have to have proper warning and 2. it'd have to be VERY random. Thanks for the suggestions
Stupid filter sensitivity I'll let the IT team know. Thanks for the notice!
I'll have the support team check to see what's going on with your request. I know this should be automated at this point, so something probably went wrong Sorry for the delay.
First I would check to see if there are newer video drivers available. Some of the DirectX functions we use are newer and may be causing issues on older drivers. If you still get crashes, check https://forums.galciv2.com/?ForumID=162&AID=115094 for some crash-avoidance suggestions. We'll be getting a new update to you guys ASAP to fix some various other issues.
Axel: Definatly. The event's will store data that can later be collected and used by the story generator to this effect. By counting how many times a ship has been in battle, we can tell different stories. If there's a ship that has fought in several substantial battles throughout the course of a war, the generator will sculpt the text around this ship's battles, making it, and it's adventures, a central part of the story. Of course, easier said than done <img src="http://images.
Thanks for the suggestions. Yeah, Pirates, Minor Races, Morale at 100%...these are all good. And to dispell fears, these are just the event's we'll be logging. If the story creation code works right, the events will be programatically chosen by importance to the overall scope of the game. For example, if at some point your people start to rebel, then the text will forshadow this using the morale events that preceed the rebellion. If you win by military might, the creation of a stray C
While I believe the list hasn’t been finalized, Brad has given me the go ahead to begin work on one of the many new features that will be included in the expansion pack: the Epic Story Generator. As a simple lad with simple programming skills, the task seemed easy enough…write enough text so that, each time the player finishes the game, the player gets an multi-page story simil
We're internally testing a build that has some major memory tweaks to it, as well as other fixes. We'll let you know as soon as it's released to users (it'll probably be as a beta first, then a final release). Sorry for the problems, and thanks for your paticence